Classes (5A)

From Action
Revision as of 15:56, 17 August 2021 by Starfox (talk | contribs) (→‎Wild Magic: wk)
Jump to navigation Jump to search
5A5A logo
Starfox's 5th Edition Fan Page

This is still sketches. If you'd like to try any of there options, talk to the GM.

Artificer

Alchemist

  • Infuse Item You can create infusions of all potions (including magical oils), creating two potions instead of one normal infusion. At level 3 you can create common potions. At level 6 you can also create uncommon potions. At level 10 you can also create rare potions. At level 14 you can also create very rare potions. If there is a variable effect other than damage or healing (such as a Potion of Resistance) you determine the result.
  • Alchemical Savant Your bonus is your Intelligence modifier plus your Proficency Bonus. The bonus can apply to multiple targets but the aspect of the spell (damage type, healing) that gets the bonus is the same against all targets (clarification).
  • Experimental Elixir Drinking an Experimental Elixir is the same type of action as drinking a potion. You can create Experimental Elixirs at the end of a long or short rest. All Experimental Elixirs you have created become inert at the end of a long or short rest. You roll the effect of each Experimental Elixir as it is created, and you know the effect of each (clarification).
  • Alchemical Proficiency You are proficient in alchemical substances like acid, alchemist's fire, holy water, and similar substances. You can apply your Alchemical Savant bonus to the first damage from each substance used substances.

Barbarian

Berserker

The exhaustion caused by frenzy is recovered at the rate of one level of exhaustion per minute. If you rage again without recovering your exhaustion, it is suppressed while raging, but at the end of the rage the levels of exhaustion stack.

Storm Herald

Storm aura does not require an action to continue the aura used on the turn before.

Cleric

Overpowered domains: Peace, Twilight.

Druid

Moon Druid

Needs to have the challenge rating of wild shape revised. This is a guesstimate:

Level 2 3 4-5 6 or more
Challenge 1/4 1/2 1 Level/2

Fighter

Arcane Archer

Arcane Shot (7) You gain an additional use of Arcane Shot when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.

Ever-Ready Shot (15) Starting at 15th level, your magical archery is available whenever battle starts. When you roll initiative you regain one use of Arcane Shot, not to exceed your normal maximum.

Cavalier

Unwavering Mark (3) and Warding Maneuver (7) has unlimited uses.

Champion

Improved Critical (3) When you score a critical, you can also make an additional attack. If on your turn and you have remaining movement, you can move between these attacks normally.

Purple Dragon Knight

In Greyhawk this fits the royal guards of many countries.

Rallying Cry (3) Add your Charisma bonus to the number of hit points you and each ally you chose for this feature recover.

Inspiring Surge (11) You and each ally you chose for Rallying Cry get this benefit. For you, this attack is a bonus action and not a reaction.

Bulwark (15) Beginning at 15th level, when one or more allies within 60 ft. fails a saving throw against the same effect, you can use your Indomitable feature and apply it to yourself and up to three allies all affected by the same effect.

Monk

Martial Arts

  • When using the martial arts die, roll 2 dice instead of one.
  • When using a monk ability that is not a martial arts attack and that does damage, add the (doubled) martial arts die to the damage inflicted.

Ki

  • You can take an action to recover all spent ki points.
  • Patient Defense and Step Of The Wind do not require any action, only Ki.
  • Perfect Self At 20th level, when your turn begins, you regain 4 ki points up to your normal maximum.

Or we just start over and use Treantmonk's Revised monk - which is less modified than what I outlined here.

Sub-classes

Ranger

Treantmonk's Ranger is probably the way to go here. If not, here is a smaller change.

Tools: Herbalism Kit.

Skills: Choose four from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Beast Master Conclave

Commanding the companion is a bonus action.

Rogue

Skirmish (replacement) Starting at 5th level, you have mastered the ability to take advantage of an enemy that exposes themselves. When an enemy you see makes an attack against you, you may use your reaction to add your proficiency bonus to your armor class and you may immediately make a weapon attack against that enemy.

Evasion (modification) Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. As long as you are conscious after the triggering attack, you can take a reaction to make a weapon attack on the creature that triggered your saving throw.

Blindsense (Addition 14 ) You do not suffer disadvantage when attacking a creature you cannot see within 10 feet of you

Arcane Trickster

As an option, you can have Charisma as your casting ability, selecting spells from the sorcerer spell list. This comes with some distinguishing trait, such as odd eyes, a remarkable birthmark, or the like.

Assassin

Infiltration Expertise (9) In addition, whenever you make an ability check to create a disguise or to deceive a creature by assuming a false identity and roll less than 10 on the d20, calculate the result as if you rolled a 10. Your passive value for these checks increase by 5.

Poisoner (13) This replaces Impostor. At 13th level, you have learned how to create and use poisons as a master assassin. Whenever you finish a long rest, you can use a poisoner's kit to create a deadly poison. The creation may be an ingested or injury poison (your choice) and lasts for 24 hours or until used. Once you create a poison this way, you may not do so again until you complete a long rest.

Assassin's Death (Ingested or Injury): A creature subjected to this poison must make a Constitution saving throw DC = 8 + your proficiency bonus + your Intelligence modifier. On a failed save the creature takes 1d12 damage for every 5 levels you have in this class and gains the poisoned condition for one minute. If the poison is ingested, the creature is also incapacitated while poisoned this way. If the saving throw is successful, the creature takes one half damage and suffers no additional effects.

Sub-classes

Sorcerer

Wild Magic

  • Bend Luck When you cast a 1st level or higher spell, you can roll on the Wild Magic Surge table and regain the use of Bend Luck.
  • A Wild Magic Surge can never inflict more damage than four hit points per level.

Storm Sorcery

This can be remodeled into a focus on another element, fire, earth, or water comes to mind.

  • Heart of the Storm The damage type triggered and inflicted varies.
    • Earth: bludgeoning, force
    • Fire: fire
    • Water: acid or cold.
  • Storm Guide Similar cosmetic effects involving other elements.
  • Storm's Fury The damage type varies.
    • Earth: magic bludgeoning damage
    • Fire: fire
    • Water: cold
  • Wind Soul The damage type and mode of movement varies.
    • Earth: magic bludgeoning damage and burrowing speed 30 ft. or 15 ft. when shared.
    • Fire: fire damage and flight speed same as the original.
    • Water: cold damage, grants water breathing and swimming speed 120 ft or 60 ft. when shared.

Wizard

School Savant Whenever you pick a spell of your school as you advanced in level, you gain two schools of your school of magic.

Conjuration

Improved Familiar (replacement) Starting at 2nd level, you add the find familiar spell to your spellbook, if it is not there already. If you already know the find familiar spell, you may choose another wizard conjuration spell of 1st level instead.

  • If your familiar has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
  • If your familiar is about to take damage, you can dismiss your familiar immediately as a reaction, causing it to disappear. You may have it reappear as an action anywhere within 30 feet of you.
  • You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence.

Evoker

Potent Cantrip (replacement) Starting at 6th level, your mastery of elemental damage allows you to alter your damaging cantrips. Whenever you cast a cantrip that deals a type of damage from the following list, you can change that damage type to one of the other listed types: acid, cold, fire, lightning, poison or thunder.

Transmuter

Shapechanger At 10th level, you add the polymorph spell to your spellbook, if it is not there already. If you already have the polymoprh spell, you may select another wizard transmutation spell of up to 5th level. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and your concentration on the spell cannot be broken as a result of taking damage. Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Warlock